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Trapper | Set traps. | |
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caret-right | Area Trap | Wider area of effect. |
caret-right | Paranoia | Set them retroactively. |
caret-right | Resetting | They reset themselves. |
Enterprises | Trapper School |
Offense | plus-circleDungeon Classic: As an action, you can set a trap in any adjacent space. When any other creature (or object, or whatever- traps can be sprung just by throwing junk onto them) enters that space, the trap is sprung on them. plus-circleGuaranteed Pain: When a trap is sprung on a creature, that creature loses 1 Flesh. Traps completely bypass Attention and Energy and are unaffected by combat ratings (Melee, Remote, Whelm) of either the trapper or the trapped. plus-circleHidden: If you didn't see a trap being set, then it can be hard to spot. When creatures come within detection distance of a trap (10 meters or the same room, whichever is less) roll a trigger die. If the result is 5+, the creature does not sense the trap. A given creature has only one chance to sense any given trap- if they fail they are permanently ignorant to the trap's existence unless they ascertain its presence in some other way. Roll a maximum of once per round no matter how many creatures come in contact with your trap or how many traps you've clustered in an area. plus-circleElemental Boost: If you have a level in one or more elemental-wielding classes (such as Firebug or Poisoner) that add elemental conditions to attacks, your traps also automatically inflict those conditions to whoever they hit. minus-circleSaw That: Any creature that is observing you when you lay a trap knows that the trap is there automatically with no need to roll a trigger die. minus-circleOne and Done: Once a trap's been sprung, it becomes useless and cannot be sprung again. Unsprung traps disappear at the end of the session. minus-circleUnder Pressure: Traps require a creature to exert some amount of pressure on their space in order to be sprung- jumping, flying or hovering creatures do not spring traps. minus-circleSize Troubles: If the creature setting off your trap is a different size category than you are, roll a trigger die when they do it. Traps have a failure chance against such targets of 3 per difference in category, just like weapon attacks. Traps that fail to harm their springer are still considered sprung. minus-circleSupplies: Roll a trigger die when setting a trap- if the result is 1-3, then doing so costs 1 Supplies. You cannot set traps if you have no Supplies remaining. |
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caret-right | Alternative | plus-circleReal Twisted: You can choose to lay traps that remove 2 or 3 points of Flesh from whoever triggers them instead of the normal 1. minus-circlePricier: Traps that remove 2 Flesh cost Supplies on a trigger die roll of 1-6. Traps that remove 3 Flesh always cost supplies with no trigger die roll required. |
caret-right | Alternative | plus-circleLong-Range Setup: You can deploy your traps to anywhere within throwing range (0-10 meters) instead of only into adjacent spaces. minus-circleHard Work: Throwing out a trap instead of just setting it down causes you to lose 1 Energy. |
Offense | plus-circleWide Mechanism: When your trap gets sprung, it hurts not only the creature that sprang it but every other creature within 2 meters of its location. | |
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Offense | plus-circleOverwhelming Effect: All failure chances from differing size categories between yourself and the traps target(s) are reduced by 12. | |
Offense | plus-circleFortress Mentality: Whenever combat breaks out, you can declare that you have trapped the battlefield retroactively. Indicate a single location on the battle map to add your trap to and roll to consume Supplies as normal. None of your enemies (or optionally, your allies) saw you place this trap. | |
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caret-right | Alternative | plus-circleExtra Paranoia: You can retroactively set up to three traps instead of only one. minus-circlePlausibility Test: You can only set three traps in an area that you've previously spent at least a procedure of time in during the current session. |
Utility | plus-circleReuseable: Your traps are much more permanent than normal. Whenever one of your traps is sprung, it automatically resets itself and becomes ready to be sprung again at the end of the exploration turn. You do not need to re-spend any Supplies, actions, or even need to be present/alive in order for this to happen. plus-circleAncient Temple, Functioning Traps: Your traps don't get removed at the end of the session. minus-circleNot Invincible: Anybody that knows your trap is there can spend a procedure sabotaging/jamming it up, which shuts it down. Any other effect that would likewise render it inoperable (like burying it in rubble or something) can likewise be assumed to remove your trap. |
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Trapper School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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